Page 185 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 185

COLLECTING AMBER PUSTULES                            d12 + d10 Result
              The bit of amber covering the trees in the Festerwood are   12  1d4 + 1 xorn. Though well-fed by the ev-
              unique to the forest. These organic gem-like pustules glow     er-present amber pustules, they offer guid-
              with a dim yellow light and allow the tree to grow using the   ance to locations in the wood in exchange for
              unnatural luminescence from the Lightspore. The pustules       any gems or precious metals the party has.
              are toxic to creatures and other plants, inflicting 1 acid dam-  13  3d10 violet fungus
              age for every round (10 acid damage for every minute) that
              the pustule is in physical contact.                     14     2d6 duergar raiding party
               Most veins of this amber are found in narrow channels   15    A copse of trees containing 3d4 easy-to reach
              along the grain of a tree. Occasionally, it can coalesce into a   amber pustules.
              larger knot or clump. To the right buyer, a fist-sized chunk   16  A strange knotting of roots seems to reveal
              of the glowing amber can sell for as much as 100 gp. Trans-    the entrance to a cave. At the GM’s discretion,
              porting the amber is difficult because it burns through most   this may lead to a ruin or dungeon of any size
              containers. Festerwood is uniquely immune to the amber’s       or shape.
              acid, so collectors in the wood can be identified by their
              small festerwood chests.                                17     8d6 giant fire beetles. Enhanced by their diet
               Festerwood trees are extremely difficult to cut down or       of amber pustules, their bite attacks deal an
              carve, acting like a strange metal instead of wood.            extra 1d4 fire damage.
                                                                      18     1 guardian naga. It is protecting the ancient
              EXAMPLE ENCOUNTERS                                             burial site of a legendary hero on behalf of the
                                                                             deity they championed.
                                                                      19     1d4 small orange magical mushrooms can be
              The forest is filled with potential, both good and bad. Use
              this table for to fill out your party’s time in the Festerwood   seen at the bottom of a recently opened sink-
              with exciting and flavorful encounters and events:             hole. A creature that eats a mushroom gains
                                                                             the benefits of the detect poison and disease
                                                                             spell for 8 hours. Once picked, a mushroom
               d12 + d10 Result                                              loses its magic after 24 hours. Mushrooms re-
                  2     1 purple worm                                        grow after 4 days, but if all visible mushrooms
                  3     An odd twisting of the large festerwood tree         are picked, no more will grow in this area.
                        branches seems to align and spell the word    20     2d8 black puddings
                        ‘resistance’ in celestial. Saying the word aloud   21  1 stone giant. A craftsman on a journey to
                        causes the speaker and up to 4 allies of their       master carving festerwood, he trades informa-
                        choice within 60 feet to become the target of        tion about the area for any amber pustule-free
                        a lesser restoration spell. If a character loses     festerwood that the party have with them.
                        a Spore Counter in this way, the next time
                        that they are forced to roll to see if they gain   22  4d4 goblins riding worgs. They roam the wood
                        a spore counter, they must roll a 1 to gain one      searching for food and supplies for their tribe.
                        Spore Counter.
                  4     1d2 behir
                  5     1 werebear in personal exile who is fighting   RUINS AND DUNGEONS
                        their curse. Their alignment is neutral evil.
                                                                  Because of the soft ground, most stony caves within the
                  6     1d2 festerwood treants. They offer amber
                        pustules in exchange for the eradication of   Festerwood are pathways to and from it instead of con-
                        a nearby hive of 3d6 + 3 festerwood beetles   tained caverns. However, because of the dense root systems
                        (use statistics of giant wasps), one fist-sized   and strength of Festerwood lumber, dungeons and hidden
                        chunk for every 6 beetles slain.          passageways can potentially be found underneath any tree in
                                                                  the woods. Some entrances become exposed when a sinkhole
                  7     1d3 shambling mounds. Altered by the      suddenly appears underfoot, or when a stream eventually
                        Festerwood, they have poison immunity and   erodes enough of the surrounding soil to uncover it. Other
                        absorption instead of lightning.          entrances can be found in the tangles of exposed roots
                  8     1 spirit naga                             beneath the great trees. In very rare cases, they can be found
                                                                  carved into the trees themselves.
                  9     2d4 will-o’-wisps. If the party decides to   When making a dungeon in the Festerwood, remember the
                        follow them, roll again on the encounter table,   moist nature of the surrounding earth and the eerie creaking
                        ignoring results that are multiples of three.
                                                                  of the trees. Ambient light within the dungeon can be found
                 10     4d8 swarm of insects(beetles)             as amber pustules exposed on roots or as small glowing fun-
                  11    1d12 twig blights                         gus along the floors. Regardless of the purpose of the area’s
                                                                  existence, be sure to play up the fetid, earthy smells, the
                                                                  soggy atmosphere and creaking noises, and powerful sense
                                                                  of unease that exudes from the Festerwood.
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              PART III   SETTING OPTIONS
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